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colinbarrebrisebois.com
| | therealmjp.github.io
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| | So I'm hoping that if you're reading this, you've already attended or read the slides from my presentation about The Order: 1886 that was part of the Physically Based Shading Course at SIGGRAPH last week. If not, go grab them and get started! If you haven't read through the course notes already there's a lot of good info there, in fact there's almost 30 pages worth! The highlights include: Full description of our Cook-Torrance and Cloth BRDF's, including a handy optimization for the GGX Smith geometry term (for which credit belongs to Steve McAuley) Analysis of our specular antialiasing solution Plenty of details regarding the material scanning process HLSL sample code for the Cook-Torrance BRDF's as well as the specular AA roughness modification Lots of bea...
| | basesandframes.wordpress.com
6.5 parsecs away

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| | I wrote the paperSpherical Harmonic Lighting: The Gritty Detailsbefore the more general terminology Precalculated Radiance Transfer(PRT) was coined, which explains the slightly strange title. In 2002 I was working for Sony Computer Entertainment America in Foster City, CA in the R&D group under Dominic Mallinson. I received a preprint from Peter-Pike Sloan of his Siggraph...
| | belcour.github.io
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| | thenumb.at
36.8 parsecs away

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| [AI summary] The author details the technical architecture, rendering pipeline, and optimization strategies for 'Exile,' a 3D voxel engine built from scratch using a hybrid mesh geometry solution and compact vertex data formats for performance.